Exemplo n.º 1
0
 private Transform GetObjectByFlag(MazeGenerator.Flags objectFlag)
 {
     if ((objectFlag & MazeGenerator.Flags.KEY) != 0)
     {
         return(Instantiate(_key));
     }
     if ((objectFlag & MazeGenerator.Flags.EXIT) != 0)
     {
         return(Instantiate(_exit));
     }
     if ((objectFlag & MazeGenerator.Flags.TRAP) != 0)
     {
         return(Instantiate(_trap));
     }
     if ((objectFlag & MazeGenerator.Flags.TREASURE) != 0)
     {
         return(Instantiate(_treasure));
     }
     if ((objectFlag & MazeGenerator.Flags.FAKE_TREASURE) != 0)
     {
         return(Instantiate(_fakeTreasure));
     }
     if ((objectFlag & MazeGenerator.Flags.PIT) != 0)
     {
         return(Instantiate(_pit));
     }
     return(null);
 }
Exemplo n.º 2
0
 void Start()
 {
     _camera            = Camera.main;
     _elementsContainer = new GameObject("Elements").transform;
     //GroupUpElements(_elementsContainer, Exit, Key, FakeTreasure, Treasure, Trap, Pit);
     _selectedElementFlag = 0;
     Keys          = new Elements(_key.Count, _key.Transform, _key.Counter);
     Treasures     = new Elements(_treasure.Count, _treasure.Transform, _treasure.Counter);
     Exits         = new Elements(_exit.Count, _exit.Transform, _exit.Counter);
     FakeTreasures = new Elements(_fakeTreasure.Count, _fakeTreasure.Transform, _fakeTreasure.Counter);
     Traps         = new Elements(_trap.Count, _trap.Transform, _trap.Counter);
     Pits          = new Elements(_pit.Count, _pit.Transform, _pit.Counter);
     GroupUpElements(_elementsContainer, Exits, Keys, Treasures, FakeTreasures, Traps, Pits);
 }
Exemplo n.º 3
0
        private Elements GetSelectedElement(MazeGenerator.Flags elementFlag)
        {
            Elements selectedElement;

            switch (elementFlag)
            {
            case MazeGenerator.Flags.EXIT:
            {
                selectedElement = Exits;
                break;
            }

            case MazeGenerator.Flags.TRAP:
            {
                selectedElement = Traps;
                break;
            }

            case MazeGenerator.Flags.TREASURE:
            {
                selectedElement = Treasures;
                break;
            }

            case MazeGenerator.Flags.FAKE_TREASURE:
            {
                selectedElement = FakeTreasures;
                break;
            }

            case MazeGenerator.Flags.PIT:
            {
                selectedElement = Pits;
                break;
            }

            case MazeGenerator.Flags.KEY:
            {
                selectedElement = Keys;
                break;
            }

            default:
            {
                return(null);
            }
            }
            return(selectedElement);
        }
Exemplo n.º 4
0
 public void SelectElement(MazeGenerator.Flags flags)
 {
 }
Exemplo n.º 5
0
 public void UpdateSelectedElement(MazeGenerator.Flags flag)
 {
     _selectedElementFlag  = flag;
     _selectedElementsItem = GetSelectedElement(_selectedElementFlag);
 }